Dwarf Fortress Bug Tracker - Dwarf Fortress | |||||
View Issue Details | |||||
ID | Project | Category | View Status | Date Submitted | Last Update |
0009558 | Dwarf Fortress | Adventure Mode -- Sites | public | 2016-02-11 14:10 | 2016-02-11 14:10 |
Reporter | chaosvolt | ||||
Assigned To | |||||
Priority | normal | Severity | minor | Reproducibility | always |
Status | new | Resolution | open | ||
Platform | OS | OS Version | |||
Product Version | 0.42.06 | ||||
Target Version | Fixed in Version | ||||
Summary | 0009558: Bandit camps can (no longer) be taken over | ||||
Description | This is one that's at least a few versions old, didn't think to report it until now. In early DF2014, it was formerly possible to take over bandit camps (at least human ones, never tested goblin camps) by claiming the site and killing the bandit leader. I always thought this was an anomaly as no other sites could be claimed aside from mead halls/keeps. But at some point that ability was removed. Since the issue of non-human sites being unconquerable is a long-standing assigned one ( http://www.bay12games.com/dwarves/mantisbt/view.php?id=8001 [^] ), I would assume this is not intentional. | ||||
Steps To Reproduce | 1. Don't start as an outsider. 2. Ask around to locate a bandit camp. 3. Visit said bandit camp. 3a. If you hit a goblin camp instead, run screaming like a little girl and hope you survive to repeat step 2. 4. Locate the local leader by asking around. 5. Lay claim to the site and bump off the boss (good luck with that). 5a. If you can't get the group-naming menu to come up, you forgot step one. 6. Behold the non-existent majesty of your non-existent conquest. | ||||
Additional Information | If anyone can pinpoint in which version this was removed, that would be handy to know. | ||||
Tags | No tags attached. | ||||
Relationships | |||||
Attached Files | |||||
Issue History | |||||
Date Modified | Username | Field | Change | ||
2016-02-11 14:10 | chaosvolt | New Issue |
There are no notes attached to this issue. |